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178 lines
4.3 KiB
Go
178 lines
4.3 KiB
Go
package main
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import (
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"image"
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"image/color"
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"log"
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"os"
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"math"
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"github.com/disintegration/imaging"
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)
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type Mario struct {
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position image.Point
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dir image.Point
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images map[string]image.Image
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updown string
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a float64
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b float64
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angle float64
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}
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func loadMario(file string) image.Image {
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reader, err := os.Open(file)
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if err != nil {
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log.Fatal(err)
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}
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rawMario, _, err := image.Decode(reader)
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if err != nil {
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log.Fatal(err)
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}
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mario := imaging.Resize(rawMario, 16, 16, imaging.Lanczos)
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return mario
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}
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func initialMap() map[string]image.Image {
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imageMap := make(map[string]image.Image)
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imageMap["marioUp"] = loadMario("marioUp.png")
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imageMap["marioDown"] = loadMario("marioDown.png")
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return imageMap
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}
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// initializes the struct for the an play animation function, this could all be dumped into function that's wrapping go routine if I wanted
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// this assumes mario context is up
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func (a *Animation) animateMario() {
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defer a.updateMarioPosition()
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a.ctx.SetColor(color.Black)
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a.ctx.Clear()
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if a.mario.dir.X == 1 {
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a.ctx.DrawImageAnchored(a.mario.images[a.mario.updown], a.mario.position.X, a.mario.position.Y, 0.5, 0.5)
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} else {
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a.ctx.DrawImageAnchored(imaging.FlipH(a.mario.images[a.mario.updown]), a.mario.position.X, a.mario.position.Y, 0.5, 0.5)
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}
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}
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func (a *Animation) updateMarioPosition() {
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centerX := a.ctx.Width() / 2
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centerY := a.ctx.Height() / 2
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// Determine sprite size (use current updown image if available)
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var sprite image.Image
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if img, ok := a.mario.images[a.mario.updown]; ok && img != nil {
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sprite = img
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} else {
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for _, im := range a.mario.images {
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sprite = im
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break
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}
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}
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// default half sizes if sprite missing
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halfW, halfH := 8, 8
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if sprite != nil {
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halfW = sprite.Bounds().Dx() / 2
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halfH = sprite.Bounds().Dy() / 2
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}
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// allowable center range so the sprite stays fully on the panel
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minCenterX := halfW
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maxCenterX := a.ctx.Width() - 1 - halfW
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minCenterY := halfH
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maxCenterY := a.ctx.Height() - 1 - halfH
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// If the sprite is larger than the panel in a dimension, collapse
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// the allowed center range to the panel center so we don't get
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// immediate collisions every frame which makes Mario flash.
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if maxCenterX < minCenterX {
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minCenterX = centerX
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maxCenterX = centerX
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}
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if maxCenterY < minCenterY {
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minCenterY = centerY
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maxCenterY = centerY
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}
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// parametric angle before any reflection
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t := a.mario.angle
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// compute candidate center position on the ellipse
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marioX := int(math.Round(a.mario.a*math.Cos(t))) + centerX
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marioY := int(math.Round(a.mario.b*math.Sin(t))) + centerY
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// detect collisions against allowed center ranges
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collidedX := marioX < minCenterX || marioX > maxCenterX
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collidedY := marioY < minCenterY || marioY > maxCenterY
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// If allowed range collapsed to the center, don't reflect on that axis
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// because reflection would keep flipping every frame. Treat that as
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// non-colliding for reflection purposes (we'll clamp position later).
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if minCenterX == maxCenterX {
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collidedX = false
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}
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if minCenterY == maxCenterY {
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collidedY = false
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}
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// Reflect the parametric angle correctly:
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// - For horizontal collision we want cos(t_new) = -cos(t) => t_new = Pi - t
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// - For vertical collision we want sin(t_new) = -sin(t) => t_new = -t
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if collidedX {
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t = math.Pi - t
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}
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if collidedY {
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t = -t
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}
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// normalize angle into [0, 2π)
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for t < 0 {
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t += 2 * math.Pi
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}
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for t >= 2*math.Pi {
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t -= 2 * math.Pi
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}
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a.mario.angle = t
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// recompute position from possibly-updated angle so sprite is inside bounds
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marioX = int(math.Round(a.mario.a*math.Cos(t))) + centerX
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marioY = int(math.Round(a.mario.b*math.Sin(t))) + centerY
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// clamp as a safety net
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if marioX < minCenterX {
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marioX = minCenterX
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}
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if marioX > maxCenterX {
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marioX = maxCenterX
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}
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if marioY < minCenterY {
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marioY = minCenterY
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}
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if marioY > maxCenterY {
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marioY = maxCenterY
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}
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a.mario.position.X = marioX
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a.mario.position.Y = marioY
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// advance angle for next frame
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a.mario.angle += 0.05
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if a.mario.angle >= 2*math.Pi {
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a.mario.angle -= 2 * math.Pi
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}
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// Direction logic (based on param t used for the current frame)
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if math.Sin(t) > 0 {
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a.mario.dir.X = -1 // moving left
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} else {
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a.mario.dir.X = 1 // moving right
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}
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if math.Cos(t) > 0 {
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a.mario.updown = "marioDown" // moving downward
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} else {
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a.mario.updown = "marioUp" // moving upward
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}
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}
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